Here I have a team for NU, because I've decided to start from the lower tiers and work my way up. Excluding PU, that is. As usual, I have run this team with relatively mixed results.
Grumpig @ Leftovers
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Psyshock
- Focus Blast
- Taunt
- Thunder Wave
I am honestly not sure why I've included Grumpig, but it is probably just a little personal bias I have to it being a psychic type and a pig. Which I love. Anyways, Grumpig serves to cripple and prevent enemies from setting up, be it in some form of entry hazard or stat boosts. Taunt and Thunder Wave are the big reasons Grumpig is here, so that it may stop anything from setting up and cripple any switch-ins. Psyshock is here for STAB and hitting special walls, and Focus Blast provides a terrifying move the opponent does not want to switch into. The investments in HP and Spe are here to make sure Grumpig will A)Survive an attack to get a Thunder Wave off and B) Try to outspeed anything that tries setting up. The SpA investment provides a buff to it's attacking moves.
Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Fake Out
- Close Combat
- Heavy Slam
- Knock Off
For anybody who (unlikely) read my previous Double Battle team, It's no big secret that I love Hariyama, who serves as a sweeper and special wall thanks to the assault vest. Fake Out gives it a free turn, and can usually allow for a KO on it's second turn. Close Combat hits like a truck, and is very terrifying, guaranteed to do some major bruising to anything that does not resist. Heavy Slam is here to deal with any lightweights who think they can switch out on the big lug, and Knock Off is here to dominate any Psychic types. The investments in Hp and SpD let the big boy serve his roll as physical sweeping special wall, and the Def investment is there to help with physical attacks.
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 Atk / 160 Def / 96 Spe
Impish Nature
- Spikes
- Gunk Shot
- Drain Punch
- Haze
If the opponent has no visible hazard setters, Garbodor is my main leading poke. Spikes is the reason Garbodor is on this team, as they provide a nice entry hazard and cannot be absorbed by poison types (unlike Toxic Spikes.) Gunk Shot makes Garbodor a force to be reckoned with, and almost nothing enjoys taking one to the face. Drain Punch works both as a counter to Steel types and as a means of health recovery. Haze is there to make sure a stat boosting plan is ruined, should Grumpig fail it's job. The investment in Atk lets this garbage heap hit hard, while the Def allows it to tango with physical attackers. I tried to make it just a bit faster with the Spe investment, so it can get at least one spike layer up.
Magmortar @ Air Balloon
Ability: Flame Body
EVs: 8 HP / 252 SpA / 248 SpD
Modest Nature
- Fire Blast
- Thunderbolt
- Hidden Power [Ice]
- Will-O-Wisp
Here is my choice Fire type for the tier, Magmortar. One of the most underrated pokemon in my opinion, Magmortar is here to show people what damage it can do by means of being a special attacker. Fire Blast from Magmortar is essentially a Close Combat from Hariyama. You don't want to be hit by it, and you certainly don't want to be weak to it. Thunderbolt is here to catch any Water types off guard by zapping them into oblivion. Hp Ice is here to bring down Ground types, and Will-O-Wisp serves as a way to bring damage on enimies, while also lowering their attack. The HP and SpD investments let Magmortar take special hits, while the SpA investment needs no explanation, I'm sure.
Rotom @ Wise Glasses
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Hex
- Volt Switch
- Will-O-Wisp
Rotom was a strange choice for me, I'm not going to lie. But I've grown attached to the little bugger, and it serves to cripple while scarring the enemies at the same time. Hex is what made me come out and choose Rotom. It has a measly base power, sure, but add the Wise Glasses, STAB and double damage from the status effects, and it does hella damage (I was curious and checked it with a calm Max SpD assault vest Regice, it has an almost 100% chance to 4HKO after burn. Not really relevant I suppose, but meh.) Thunder Wave and Will-O-Wisp are here to provide the status afflictions needed for Hex, and Volt Switch helps me get out when things are not looking too good for the ball of electricity. The investments in SpA and Spe let it wreck as much havoc as possible, and the SpD is just there.
Mawile @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Play Rough
- Iron Head
- Sucker Punch
- Swords Dance
This is whom I am most willing to replace. No offense to Mawile, but it just isn't performing as previously anticipated. My original intention was for it to be able to set up sword dance and sweep late game, with Play Rough and Iron Head as STAB and Sucker Punch as Priority. The investments are here to try and make it capable of doing this, but it just didn't work out.
There we go, I am willing to have any of these members replaced, and I appreciate your consideration and any suggestions you may have.
Grumpig @ Leftovers
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Psyshock
- Focus Blast
- Taunt
- Thunder Wave
I am honestly not sure why I've included Grumpig, but it is probably just a little personal bias I have to it being a psychic type and a pig. Which I love. Anyways, Grumpig serves to cripple and prevent enemies from setting up, be it in some form of entry hazard or stat boosts. Taunt and Thunder Wave are the big reasons Grumpig is here, so that it may stop anything from setting up and cripple any switch-ins. Psyshock is here for STAB and hitting special walls, and Focus Blast provides a terrifying move the opponent does not want to switch into. The investments in HP and Spe are here to make sure Grumpig will A)Survive an attack to get a Thunder Wave off and B) Try to outspeed anything that tries setting up. The SpA investment provides a buff to it's attacking moves.
Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Fake Out
- Close Combat
- Heavy Slam
- Knock Off
For anybody who (unlikely) read my previous Double Battle team, It's no big secret that I love Hariyama, who serves as a sweeper and special wall thanks to the assault vest. Fake Out gives it a free turn, and can usually allow for a KO on it's second turn. Close Combat hits like a truck, and is very terrifying, guaranteed to do some major bruising to anything that does not resist. Heavy Slam is here to deal with any lightweights who think they can switch out on the big lug, and Knock Off is here to dominate any Psychic types. The investments in Hp and SpD let the big boy serve his roll as physical sweeping special wall, and the Def investment is there to help with physical attacks.
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 Atk / 160 Def / 96 Spe
Impish Nature
- Spikes
- Gunk Shot
- Drain Punch
- Haze
If the opponent has no visible hazard setters, Garbodor is my main leading poke. Spikes is the reason Garbodor is on this team, as they provide a nice entry hazard and cannot be absorbed by poison types (unlike Toxic Spikes.) Gunk Shot makes Garbodor a force to be reckoned with, and almost nothing enjoys taking one to the face. Drain Punch works both as a counter to Steel types and as a means of health recovery. Haze is there to make sure a stat boosting plan is ruined, should Grumpig fail it's job. The investment in Atk lets this garbage heap hit hard, while the Def allows it to tango with physical attackers. I tried to make it just a bit faster with the Spe investment, so it can get at least one spike layer up.
Magmortar @ Air Balloon
Ability: Flame Body
EVs: 8 HP / 252 SpA / 248 SpD
Modest Nature
- Fire Blast
- Thunderbolt
- Hidden Power [Ice]
- Will-O-Wisp
Here is my choice Fire type for the tier, Magmortar. One of the most underrated pokemon in my opinion, Magmortar is here to show people what damage it can do by means of being a special attacker. Fire Blast from Magmortar is essentially a Close Combat from Hariyama. You don't want to be hit by it, and you certainly don't want to be weak to it. Thunderbolt is here to catch any Water types off guard by zapping them into oblivion. Hp Ice is here to bring down Ground types, and Will-O-Wisp serves as a way to bring damage on enimies, while also lowering their attack. The HP and SpD investments let Magmortar take special hits, while the SpA investment needs no explanation, I'm sure.
Rotom @ Wise Glasses
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Hex
- Volt Switch
- Will-O-Wisp
Rotom was a strange choice for me, I'm not going to lie. But I've grown attached to the little bugger, and it serves to cripple while scarring the enemies at the same time. Hex is what made me come out and choose Rotom. It has a measly base power, sure, but add the Wise Glasses, STAB and double damage from the status effects, and it does hella damage (I was curious and checked it with a calm Max SpD assault vest Regice, it has an almost 100% chance to 4HKO after burn. Not really relevant I suppose, but meh.) Thunder Wave and Will-O-Wisp are here to provide the status afflictions needed for Hex, and Volt Switch helps me get out when things are not looking too good for the ball of electricity. The investments in SpA and Spe let it wreck as much havoc as possible, and the SpD is just there.
Mawile @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Play Rough
- Iron Head
- Sucker Punch
- Swords Dance
This is whom I am most willing to replace. No offense to Mawile, but it just isn't performing as previously anticipated. My original intention was for it to be able to set up sword dance and sweep late game, with Play Rough and Iron Head as STAB and Sucker Punch as Priority. The investments are here to try and make it capable of doing this, but it just didn't work out.
There we go, I am willing to have any of these members replaced, and I appreciate your consideration and any suggestions you may have.